About This Game
1988. Classified Facility P-1.
Somewhere beyond the concrete fence, the checkpoint, and the barbed wire, the USSR assembled a portal ring. The facility needs an operator. The plan is approved, the equipment is running, and whatever sometimes looks back from the ring is entered in the paperwork as a routine occurrence.
Develop the facility
Seven workshops run around the portal. Build floors, upgrade modules, raise production, and put knowledge into the base. Every fully assembled workshop strengthens the whole facility.
When the entire base reaches 100%, you can take an Order. The workshop keeps a permanent boost, the equipment is rebuilt, and the next production bar is set higher.
Launch satellites
Charge the ring and send the craft into the transition. Each launch grants a knowledge point and slowly opens the expedition hangar. Satellites do not return. That is procedure.
Cross the ring yourself
Assemble a shuttle. Develop the hull, engine, shields, scanner, and gear. Beyond the portal lie three worlds, each with its own dangers, resources, and creatures. The deeper you go, the higher the risk and the haul.
Assemble a crew
Pilot, gunner, engineer, and surveyor gain experience on expeditions, unlock skills, and in time may earn Orders of their own.
Study what lives out there
Combat runs on six kinds of effect. Creatures have weaknesses, resistances, absorption, and reflection. Scan the target, collect cores, knock creatures down, and decide when to press the fight and when to leave.
On the facility, everything is going to plan.
The workshops are running.
Satellites are leaving.
Reports are being filed.
What lies on the other side is not your shift to determine.